Kaipuu is a platformer by Virtanen which is heavily inspired by Seiklus and an extension to their earlier release entitled Painajainen. Power-ups can be collected for new abilities such as double jumps and pushing blocks.

Placed first in the recent Suomipelit game development competition. To save a game, simply press the down arrow key when standing right in front of the stone located at the starting point. Load your saved progress by choosing the second option from the main menu. Use the enter key to access a world map.

I can see some improvements to the game from the last time I played, besides the translation. There are more environmental elements that make the world a little more interesting than before. The music and sound could still have been better worked, but they are passable.

The gameplay has a few issues still. Like how it's a huge hassle to do a wall jump (at least on a keyboard) and how you can do it while on the ground, which can be frustrating. And the game still suffers from major ammounts of slowdown. Something wasn't coded right in this.

It seems okay, but there's a few little problems keeping me from playing beyond the first ten minutes.

I'm really not a big fan of the way the transitions work at all, there'd be no problem if the game just instantly switched from screen to screen, but the sliding takes time, you have no control over the character whilst the screen slides, controls aren't sustained between screens (ie, if you're jumping from a screen to the one above it and pressing in a direction, once the transition is over, you have to repress in that direction otherwise the character won't keep moving), and the seams between screens look a bit distracting.

Sorry for the wall of text, I tend to get caught up on things like that, but it's annoying how such a promising game is marred by little faults like this.

Having completed the game I can say that it is a pretty good one with potential, that could really use some more time to be properly polished.

I learned that the wall jump is easier to perform than I thought, though the way it triggers when you're connected to any wall, even on the ground, makes it a frustrating ability to have at some parts. Thankfully you can't really die, but it could still be improved.

There is also the issue with the commands not carrying on from one screen to the other, which is a bit too amateurish considering what the rest of the game has to offer. The screen transitions are distracting, especially if you're trying to climb upwards and have to see it three times in a row, if not more because of the control issue.

And the slowdown is still a major issue that's really distracting in some areas. Again you won't die because of it, but it still kills the mood when it happens, and in a game like this mood is important.

Hopefully the author didn't lose interest and these issues will be fixed eventually. It would certainly help make the game better.